Temple of The Roguelike Forums

Game Discussion => Early Dev => Topic started by: keithburgun on October 23, 2011, 05:21:44 PM

Title: An article about dropping "skip turn" from roguelikes
Post by: keithburgun on October 23, 2011, 05:21:44 PM
It definitely is NOT an idea for the normal roguelike like Crawl or Nethack, but some more experimental roguelikes may want to try dropping the "skip turn" ability altogether.  Here's an article about it:  http://www.dinofarmgames.com/?p=399
Title: Re: An article about dropping "skip turn" from roguelikes
Post by: getter77 on October 23, 2011, 05:53:26 PM
Certainly food for thought.
Title: Re: An article about dropping "skip turn" from roguelikes
Post by: NON on October 23, 2011, 06:46:58 PM
Quote
You can also always choose to use a Skill, which takes up a turn.  Sometimes, you might even want to use a Skill, simply to pass a turn.

(http://uploads.forumfree.it/av-7136806.jpg)
Title: Re: An article about dropping "skip turn" from roguelikes
Post by: Z on October 23, 2011, 07:15:48 PM
I have noticed that one effect of changing the geometry to four directional movement is that you need to skip turns. In eight-directional geometry you can just move to a side. Don't know why, but this was very noticeable to me once I added four-directional mode to Hydra Slayer.

Regarding the "when you and a monster have exactly one space in between you, you should not spend your turn moving closer to him" rule: I think a better solution would be to have monsters which also do exactly that...

If we want to have "no skip turn" as a design decision, then using skills and doing other actions should involve a movement too, IMO. Probably a non-movement action would take no time, but you cannot do that twice in a row without moving. Equivalently, you can either do a move or an action + move. You could probably somehow motivate why character can never stop.

Title: Re: An article about dropping "skip turn" from roguelikes
Post by: jim on October 24, 2011, 06:22:45 PM
Regarding the "when you and a monster have exactly one space in between you, you should not spend your turn moving closer to him" rule: I think a better solution would be to have monsters which also do exactly that...

Yes!

Legend of Siegfried does this well, and Smart Kobolds takes it to nightmarish levels.
Title: Re: An article about dropping "skip turn" from roguelikes
Post by: st33d on January 02, 2012, 09:19:00 PM
I think the skip turn removal is a fair point, it's unfair on the monsters who don't get a skip turn.
Title: Re: An article about dropping "skip turn" from roguelikes
Post by: Holsety on January 05, 2012, 11:15:35 PM
Regarding the "when you and a monster have exactly one space in between you, you should not spend your turn moving closer to him" rule: I think a better solution would be to have monsters which also do exactly that...

Yes!

Legend of Siegfried does this well, and Smart Kobolds takes it to nightmarish levels.

Is it even humanly possible to beat Smart Kobolds?
I had convinced myself that it was not but now the seed of doubt has been planted again, haha.
Title: Re: An article about dropping "skip turn" from roguelikes
Post by: jim on January 06, 2012, 03:04:07 AM
Yeah, it's totally beatable... I can PM you the secret if you like.
Title: Re: An article about dropping "skip turn" from roguelikes
Post by: Holsety on January 06, 2012, 09:33:47 AM
Yeah, it's totally beatable... I can PM you the secret if you like.
Pass!  ;D (But thanks!)
Surely a noble adventurer must be smarter than these lowly kobolds!
Title: Re: An article about dropping "skip turn" from roguelikes
Post by: Darren Grey on January 06, 2012, 01:08:56 PM
I've beaten it several times on each incarnation, including a "no ranged weapons" run.  I keep meaning to do an LP some time...